AcadianPaladin wrote: »My favorite zones are the base game ones - especially the earlier ones like Auridon. I'm pleased that my +CP1200 can still enjoy them as well as the whole game.
Also, kudos to OP! This is one of the very few polls where the originator does not try to sway the results in the thread title or opening post and has the beautifully simple voting options of Yes or No.
Leveled zones give far more of a sense of progression and achievement. And maybe this is why so many players feel that One Tamriel overland is too easy. But of course this suits the casual player base just fine.
But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.
MellowMagic wrote: »Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.
This, note that leveled zones would make overland way easier than today, the old system worked while most was leveling. But with the new fast leveling and CP rather than vet levels all but the DLC content would not give any rewards.I love being able to go anywhere, any time. It means all my characters can level up differently instead of having to follow a set path. It also means they can break off from the base game content and do some of the additional content before level 50 without then finding that they have out-leveled the base game content they were doing before.
But there should be a way for us to adjust how we scale to the content. I am maxed level and I want to be able to not be bored by overland content. Implementing a system so that I can increase the difficulty somehow would be great. Bastion and Transistor by Supergiant Games come to mind as they both allow you to increase the difficulty which coincides with better rewards if you would like.
I apologize that you specifically get the response on this, but I'm just really tired of seeing this suggestion a thousand times.
You CANNOT scale overland content to player levels. You also CANNOT add difficulty modifiers like the Idol system. Multiple people have to be able to exist and play against the same mobs simultaneously, which makes independent scaling like what everyone keeps asking for impossible.
A much better option I feel would be adding in harder mobs in certain areas within each zone, especially around areas that are considered dangerous in the lore or story. That way not only does questing feel a bit less static in terms of its pacing, but it also doesn't make traveling and gathering a complete chore.MellowMagic wrote: »Honestly all they need to do is make quest bosses not purple tier but orange tier strength. With about 50-100% percent more health than public dungeon bosses. Yes more newer players will die more but the experience of getting better will feel so much more satisfying.
This isn't "harder." It's longer, and in reality just more tedious. Expecting players to do 50-100% more damage in a solo environment than they have to in a group environment also doesn't really make any sense. Honestly, an easy way to make story bosses more challenging would just be to increase their action speed. Most players don't need a five-second telegraphed wind-up for every attack.